Turnamancy

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(More speculation on Turnamancy)
(Link turn/turning for speculation)
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*Currently Unknown.
*Currently Unknown.
==Speculation==
==Speculation==
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Turnamancy might force units to change [[side]]s (turn) against their will. Would probably result in very low [[Loyalty]].
+
Turnamancy might force units to [[turning|turn]] against their will. Would probably result in very low [[Loyalty]].
-
Turnamancy might alter the flow of time (turns) in some way, perhaps gaining more time for one's own [[side]] or [[unit]]s, or removing move or actions from the other [[side]] or [[unit]]s.
+
Turnamancy might alter the flow of time ([[turn]]s) in some way, perhaps gaining more time for one's own [[side]] or [[unit]]s, or removing move or actions from the other [[side]] or [[unit]]s.
==Known Turnamancers==
==Known Turnamancers==
As of yet, no known Turnamancers have been introduced.
As of yet, no known Turnamancers have been introduced.

Revision as of 16:23, 29 September 2009

Contents

Canon

Class\Axis Erf Fate Numbers
Spookism Turnamancy Dollamancy Weirdomancy

Proposed Canon

Turnamancy is one of the three disciplines of the Magic class Spookism; it is aligned with the axis of Erf.Erf-b1-p038aSame-site.PNG

Abilities

  • Currently Unknown.

Speculation

Turnamancy might force units to turn against their will. Would probably result in very low Loyalty.

Turnamancy might alter the flow of time (turns) in some way, perhaps gaining more time for one's own side or units, or removing move or actions from the other side or units.

Known Turnamancers

As of yet, no known Turnamancers have been introduced.

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